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Arsinikk

Hell Revealations [/idgames - Final 2024] (Hell Revealed I + II Successor + Deathmatch)

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This is probably already known, but map 6 doesn't work with gzdoom. The line def at the beginning will not lower the walls, so you have to noclip.

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6 hours ago, CrazyJeff said:

This is probably already known, but map 6 doesn't work with gzdoom. The line def at the beginning will not lower the walls, so you have to noclip.

I'm actually aware of this. But it's actually not a Hell Revealations issue, and is a GZDoom issue.

 

Starting with the newest stable releases v4.11.0-3, GZDoom's implementation of the compat_floormove compatibility option has been broken. Since Hell Revealations uses this compatibility option to ensure the Vanilla maps work as they are supposed to, it has this compatibility setting applied to every map via the ZMAPINFO lump.

 

Starting with GZDoom v4.11.0 (released on 9/25/2023), the compatibility setting doesn't work right and tends to break maps when it's turned on (MAP06 in this case, but I wouldn't be surprised if other maps broke as well). If you want to play the WAD correctly, I'd suggest either to download a newer GZDoom dev build (where this has been fixed as per another WAD I reported being broken), or download the older GZDoom v4.10.0 stable release (or basically any older GZDoom version before v4.11.0 will do the compatibility option correctly).

 

I have no idea when they'll release a new stable version of GZDoom, but whenever they do, the WAD should work correctly (with MAP06).

Edited by Arsinikk

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13 hours ago, Arsinikk said:

I'm actually aware of this. But it's actually not a Hell Revealations issue, and is a GZDoom issue.

 

Starting with the newest stable releases v4.11.0-3, GZDoom's implementation of the compat_floormove compatibility option has been broken. Since Hell Revealations uses this compatibility option to ensure the Vanilla maps work as they are supposed to, it has this compatibility setting applied to every map via the ZMAPINFO lump.

 

Starting with GZDoom v4.11.0 (released on 9/25/2023), the compatibility setting doesn't work right and tends to break maps when it's turned on (MAP06 in this case, but I wouldn't be surprised if other maps broke as well). If you want to play the WAD correctly, I'd suggest either to download a newer GZDoom dev build (where this has been fixed as per another WAD I reported being broken), or download the older GZDoom v4.10.0 stable release (or basically any older GZDoom version before v4.11.0 will do the compatibility option correctly).

 

I have no idea when they'll release a new stable version of GZDoom, but whenever they do, the WAD should work correctly (with MAP06).

I figured it was gzdoom, as the map works fine in dsda. I took your advice and got a nightly build of gz. Great mapset btw.

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Introducing the final release of Hell Revealations!

>>>>>>>>>>>> DOWNLOAD HRs <<<<<<<<<<<<

 

All bugs should be squashed and everything in this version should be considered final in regards to the maps.

 

This means this version can be used for demo recording.

The only thing that may change before /idgames at this point is what Internal Demos are to be used.

 

Most of what was fixed in this update was cooperative softlocks and issues, but also comes with some added features like Brightmaps for Crispy, Doom Retro, and Woof. In addition, some GLDEFS for dynamic lights were added for ZDoom ports.

 

Biggest things fixed map-wise, were the broken MAP18 final sequence from RC3 getting fixed, MAP13's midi no longer crashes Vanilla, a VPO has been fixed in MAP27, and again lots and lots of coop specific fixes.

 

We do have a planned demopack coming in the future which will include nomo demos showing progression and other speedrunning demos, similar to the original HR demopacks.

  

Here is the Final changelog:

Spoiler
  • General - BossBrain now has an extra death frame.
  • ZDoom - Fixed incorrect "Illuminati" mass value. Added GLDEFS.
  • Woof / Crispy Doom - Added Brightmaps.
  • Doom Retro - Added port specific code (Retro Bits) and Brightmaps.
  • MAP06 - Fixed softlock if a player enters the rocket launcher lock-in but doesn't hit the switch. (only relevant in co-op)
  • MAP13 - Fixed map crashing because of midi only in Vanilla / Vanilla ports (due to midi being format 0).
  • MAP14 - Set co-op teleports to singleplayer as well, in case coop players want to just play normal UV without coop spawns. (only relevant in co-op)
  • MAP18 - Certain switch sequences that were broken in coop have been fixed. The final fight sequence has been fixed from RC3.
  • MAP22 - fixed a softlock found from AV jump (around the second bridge area with marble face pillars).
  • MAP25 - Made it so megasphere in shotgun building is grabbable immediately after taking the one time teleport trap (only relevant in co-op)
  • MAP27 - Changed co-op door to lift. Fixed a VPO and some drawsegs. Added an extra shadow to a certain area.
  • MAP28 - Fixed some softlocks (singleplayer and co-op). Also added co-op quality of life stuff.
  • MAP30 - Changed secret to be accessible all the time (for co-op players to also see credits mausoleum)
  • MAP33 - Changed progression for co-op players after the lock-in (should avoid previous possible monster "funneling").
  • Internal Demos - New demos to replace demos that desynced due to updated maps (DEMO2 and DEMO4).

 

Edited by Arsinikk

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Congrats! Sorry I never gave any more feedback, kinda got tangled up into one thing and then another... you know how it goes. Holidays have been hella stressful so wheeeeeeeeeeee that's fun. In any case glad to see it's on the almighty /id and I do want to beat this sometime and blog about it. Thanks for addressing the stuff I brought up while not compromising your vision. :)

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MAP20: On Easy settings, monsters 421-428 (all Hell knights) all have the Ambush flag and won't spawn in.

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2 hours ago, NuMetalManiak said:

MAP20: On Easy settings, monsters 421-428 (all Hell knights) all have the Ambush flag and won't spawn in.

Ah man... And just after /idgames as well.

 

We'll fix it, though I think I wanna do an overall sweep on easy to make sure there's nothing else we missed. I assume you haven't run into any other issues?

 

Luckily an error like that is pretty easy to fix without rebuilding the nodes, and would only affect easy demos.

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Thanks to @NuMetalManiak, we fixed some out-of-bounds Hell Knights that were set to ambush-only in MAP20 on the ITYTD/HNTR skills.

 

Unfortunately that makes HRs on /idgames out-of-date for the time being.

I've submitted the fix already, but /idgames takes a bit of time ofc.

 

Good news is this doesn't really affect you if you are already playing through Hell Revealations on HMP and above.

Even MAP20's nodes are the same, so demos recorded will not desync on HMP and above.

 

If you'd like to download the hotfix version, you can download it here... or just wait for /idgames to be updated again.

You'll know when HRs on /idgames has been updated, if you look at the description and the version says "Final v1.1"

 

Also the minor update allowed me to add in some extra feedback thanks into the text file.

 

Thanks everyone!

Edited by Arsinikk

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Hello,

 

we're going to play maybe around the first 1/3 of the maps for Thursday Night Survival today and probably suffer greatly because there sure is a lot of extra monsters in multiplayer...

 

If you'd like to volunteer as a meatshield join us for the challenge the session starts 6 hours from the time of this reply and you can expect it to be fairly active for 4+ hours.
 

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31 minutes ago, Keyboard_Doomer said:

we're going to play maybe around the first 1/3 of the maps for Thursday Night Survival today and probably suffer greatly because there sure is a lot of extra monsters in multiplayer...

Sweet! Lol I did see this, but the extra multiplayer monsters sorta scares me.

 

Technically the extra hard multiplayer skill is untested, on purpose. I asked mappers to at least make it possible to beat, but obviously that can be a bit subjective :P

 

I'll see if I can join at some point. Maybe some of the SLOTTER team will join. Today is Thanksgiving and since I'm American it's kind of a family event :)

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Hey all,

 

I'm going to ask for speedrunners to hold off on recording demos for Hell Revealations.

As it is being played for Thursday Night Survival, we've found some more minor cooperative issues that we'd like to smooth out.

 

Once it has been played through in its entirety for TNS and we've released a full demopack of walkthrough "help" demos, Hell Revealations should be considered as final demo-wise.

 

If you are waiting to play Hell Revealations for the singleplayer however, the experience will be the same as it is now. The only fixes we are planning to push are coop related.

 

Thank you,

Arsinikk

 

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Map01 is pretty tough... I learned to use some infighting to my advantage, but I can't beat it!

 

This is a really good wad, the difficulty is ROUGH!

Edited by princetontiger

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I played this on TNS and thoroughly enjoyed it. We played kill 'em all and wowee it made some levels tough! Playing the wad reminded me that there is the DM portion as well. Arrowhead mentioned it to me a while back (I forgot about it) and I figured it could be fun to run through this wad for DM too! As such, I am planning to run this for Wednesday Night Deathmatch (WNDM) this week (11/29/2023 starting at 8PM CST). 

No pressure to be there, but if you want to show up, feel free! I just figured I would make a mention and give a little heads-up.
 



-Ruff

Edited by Lil_Ruff : added forum post

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9 hours ago, Lil_Ruff said:

I played this on TNS and thoroughly enjoyed it. We played kill 'em all and wowee it made some levels tough! Playing the wad reminded me that there is the DM portion as well. Arrowhead mentioned it to me a while back (I forgot about it) and I figured it could be fun to run through this wad for DM too! As such, I am planning to run this for Wednesday Night Deathmatch (WNDM) this week (11/29/2023 starting at 8PM CST). 

No pressure to be there, but if you want to show up, feel free! I just figured I would make a mention and give a little heads-up.

-Ruff

Looking forward to joining the session :)

 

I highly recommend enabling respawning barrels for DM.

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Just a little status update.

 

We are currently waiting to push a new update after we get full feedback from the Thursday Night Survival sessions. We've found really minor coop related bugs and some extremely rare softlocks that we'd like to fix for the final version. It's just the process of waiting for feedback from the sessions, and making the minor fixes needed for the wad to be fully final.

 

We did find that the ZDoom port ghost monster ACS script breaks MAP30 in the Eternity Engine, so if you are playing the wad in that port, the interim fix would be to delete the "ZDGHOST" lump from the wad and it will work correctly. We plan on adding an "Eternity check" into the script to disable it, but haven't got around to implementing it yet.

 

Regarding singleplayer, the wad experience should be relatively the same as what will eventually be the final wad. Apologies to speedrunners for saying that the wad was final, when we still are awaiting final revisions. I'll keep y'all up to date for when the WAD is final final.

 

Thanks,

Arsinikk :)

Edited by Arsinikk

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7 hours ago, princetontiger said:

Are there any tips for map01? I find it ridiculously tough on HMP.

Hmm... Not sure which part you are having trouble with. :/

 

I will say the berserk is really overpowered, and that map is supposed to showcase that. The map while short is a bit open at the start allowing you to choose which path you'd like to take. It makes the map easier to take the left (berserk) path first.

Though MAP01 is supposed to set the tone for the difficulty of the WAD. So I'd be a bit concerned if you're having trouble on MAP01. There's no shame in lowering the difficulty further if even HMP is too difficult. After all, all difficulties have been implemented for a reason.

 

If you don't mind spoilers, or would like to see how I play the map, I recorded a no saves video of the map (in UV difficulty ofc):

 

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Currently on map 27, playing in Hardcore diff. (I'm too old to handle UV lol) and when u said this wad does not fk around with the difficulty, you were NOT joking. Hard AF but also fun AF, very creative and visually stunning maps (for the most part) full of trap triggers, constricted room fights and pinkys strategically placed to piss off the shit outta you, YES, PINKYS, try it and you'll know why. So far very pleased with the results, you guys went above and beyond with this one, great wad, congrats.

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On 12/2/2023 at 2:47 PM, Arsinikk said:
On 12/2/2023 at 7:22 AM, princetontiger said:

 

Hmm... Not sure which part you are having trouble with. :/

 

 I will say the berserk is really overpowered, and that map is supposed to s

 

Dmn.. that's a crazy video! Thank you...

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New update!


Hell Revealations Final v1.5

 

We have made lots of rare softlock fixes to many of the maps as well as cooperative fixes. I wanted to get this update out, because while most players will probably not run into most of these issues, it's alot of little fixes. Plus MAP30 will now work correctly if you are using the Eternity Engine.

 

We are still awaiting some final feedback from the next Thursday Night Survival session, which will go through the bonus wad maps. Once we get the feedback from that session and make any needed changes, we'll put a bow on the actual final release of Hell Revealations, and call it forever final (for demos and stuff).

 

If you'd like to see the changelog of all the stuff we fixed:

Spoiler

v1.5 fixes / changes:


===MAIN WAD===

 

MAP01:

  • adjusted sound blocking lines so monsters don't fall back asleep in out-of-bounds closets

MAP04:

  • player can no longer get stuck north of the bridge (at the secret) at the start if another player walks over the bridge
  • fixed HOM if part of the lift splits while raising (singleplayer and deathmatch)
  • removed a certain random blue torch in deathmatch arena

MAP07:

  • Falling out a certain window is no longer a softlock (death pit)

MAP14:

  • Certain teleporter in blood is now repeatable
  • Red door switch near red key is now repeatable, just in case a player linedef skips the close door line.
  • The coop teleport now opens before the red key lock-in (only coop).
  • Yellow key routes stay open and never close (only coop).
  • ACS script added to force coop yellow key route when in coop (only in ZDoom ports)
  • ACS script is disabled if Eternity is detected.
  • Repeatable teleport added to minigame maze area in coop (only in ZDoom ports)
  • In the minigame area, the timer is disabled in coop (only in ZDoom ports), and all [redacted] die when a player exits the area. (via ACS, DECORATE or PATCHINF)

MAP16:

  • Fixed a certain softlock (at the north) that could result from an AV jump

MAP17:

  • In the Deathmatch arena, it should now be impossible to fall through parts of the invisible floor

MAP20:

  • Added a teleport in the blood in case of AV jump (in coop).
  • Added impassible lines in south area of map in case of AV jump.

MAP22:

  • Fixed some Cyberdemons from getting stuck on a line in the final arena fight.

MAP25:

  • Fixed some crate tutti-fruttis that only showed up in ZDaemon (for some reason).

MAP26:

  • Added some more action lines to avoid any linedef skip shenanigans and/or AV jumps.

MAP27:

  • Windows are now impassible. (AV jump fix)
  • Players can now escape if they get stuck behind the white bar switch. (AV jump fix)
  • White bars now act as a lift on the other side. (AV jump fix)

MAP28:

  • Changed a coop switch to "lower" instead of a "lift" action. (only coop)
  • Changed coop teleport sequence for teleporting in the baron/hell knight horde fight (only coop)

MAP29:

  • BFGs placed on teleports in the start room. (only coop)

MAP30:

  • ACS script for the icon of sin setup is now disabled if Eternity is detected

MAP33:

  • Fixed a tutti-frutti that only showed up in ZDaemon (for some reason).

 

===BONUS WAD===

 

MAP29B:

  • Set some multiplayer teleports to singleplayer, in case players wanted to play coop without coop spawns.

MAP30B:

  • Fixed a HOM (only coop)
  • Changed teleport to go to the second arena. (only coop)
  • Added a teleport to the final arena. (only coop)

MAP32B:

  • Reworked geometry slightly so that GZDoom and Zandronum render the map correctly.
  • Changed teleport to "Hell" from W1 to WR (why was this like this and how did I miss it???)
  • Added a few backup lines to make sure Cyberdemon ambush actually triggers.
  • Shortened the second platform duration in front the blue switch.
  • Moved blue key reveal line so that it only gives access to the blue key after the second platform has lowered.

 

Edited by Arsinikk

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Figured I'd give a status update just before the end of the year.

 

It's been a little quiet (perhaps a bit silent... night) on The SLOTTER Team's end. At least in regards to Hell Revealations, although we did release our annual Christmas Megawad.

 

Due to the Holidays, we are awaiting some fixes for only two maps. Once those maps are fixed up, Hell Revealations will be released in it's official forever final state! In addition, we will also be including full nomo help demos to help those who get stuck in the levels.

 

I don't wanna give away too much, but I'll just say that we at The SLOTTER Team have something new planned in the near future relating to Hell Revealations.

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Posted (edited)

Hell Revealations is now FINAL!

 

Hell Revealations Final Forever v2
 

Again, thanks to everyone who helped us knock out fix up the WAD!

 

Here's a special shoutout to the Thursday Night Survival and the Wednesday Night Deathmatch teams for helping us find and fix the final bugs:

@Keyboard_Doomer

@boom_compatible

@Lil_Ruff

 

Thanks to The SLOTTER Team again for having to fix up the megawad one final time! :)

 

Introducing the HRs Help Demos:
I've put together a full nomo demopack that shows how to get 100% secrets in all the maps (for both MAIN and BONUS WADs). It also shows off some hidden non-secret stuff as well ;)

 

Download HRs Help Demos

 

 

Thanks again,

Arsinikk

 

Arsinikk Profile Picture

 

 

v2 Changelog:

Spoiler

===MAIN WAD===

 

MAP27:

  • Reworked player start / fight for Coop / Multiplayer.

MAP28:

  • A very hard to get softlock near the rev horde has been fixed.

 

 

===BONUS WAD===

MAP14B:

  • There is now a barrier in front of the exit, requiring the player to deal with the next fight before exiting.

MAP29B:

  • Backtrack teleport now opens up when the bridge falls in the lava near the yellow key.
  • It's no longer possible to get stuck behind the wall in the graveyard.
  • Both keys are now required to be grabbed to exit each wing (fixes a softlock)
  • Reworked how the coop teleports open up. They now stay forever open.
  • Removed a coop teleporter in singleplayer in a lava pit near the blue key.
  • Coop players can now escape the SSG secret.
  • Added ACS script to open coop teleports in coop (when playing without coop spawns)
  • ACS script is disabled if Eternity is detected.

MAP30B:

  • Fixed a broken cyberdemon that wouldn't raise up correctly.
  • Set a certain pit to be damaging to avoid softlock if av jumped.

MAP31B:

  • In coop, the normal exit is shut when the player fires a shot
  • The normal exit is forever shut when entering the secret exit area
  • Coop experience / fight has been changed substantially

 

Edited by Arsinikk

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9 hours ago, Arsinikk said:

Hell Revealations is now FINAL!

(Please wait to download on /idgames until it has been updated to the latest version.)

 

Hell Revealations Final Forever v2
 

Again, thanks to everyone who helped us knock out fix up the WAD!

 

Here's a special shoutout to the Thursday Night Survival and the Wednesday Night Deathmatch teams for helping us find and fix the final bugs:

@Keyboard_Doomer

@boom_compatible

@Lil_Ruff

 

Thanks to The SLOTTER Team again for having to fix up the megawad one final time! :)

 

Introducing the HRs Help Demos:
I've put together a full nomo demopack that shows how to get 100% secrets in all the maps (for both MAIN and BONUS WADs). It also shows off some hidden non-secret stuff as well ;)

 

Download HRs Help Demos

 

 

Thanks again,

Arsinikk

 

Arsinikk Profile Picture

 

 

v2 Changelog:

  Reveal hidden contents

===MAIN WAD===

MAP01:

  • Adjusted sound blocking lines so monsters don't fall back asleep in out-of-bounds closets (mostly relevant in coop)

MAP04:

  • Player can no longer get stuck north of the bridge (at the secret) at the start if another player walks over the bridge (mostly relevant in coop)
  • Fixed HOM if part of the lift splits while raising (singleplayer and deathmatch)

MAP07:

  • Falling out a certain window is no longer a softlock (death pit)

MAP14:

  • Certain teleporter in blood is now repeatable
  • Red door switch near red key is now repeatable, just in case a player linedef skips the close door line.
  • The coop teleport now opens before the red key lock-in (only coop).
  • Yellow key routes stay open and never close (only coop).
  • ACS script added to force coop yellow key route when in coop (only in ZDoom ports)
  • ACS script is disabled if Eternity is detected.
  • Repeatable teleport added to minigame maze area in coop (only in ZDoom ports)
  • In the minigame area, the timer is disabled in coop (only in ZDoom ports), and all [redacted] die when a player exits the area. (via ACS, DECORATE or PATCHINF)

MAP16:

  • Fixed a certain softlock (at the north) that could result from an AV jump

MAP17:

  • In the Deathmatch arena, it should now be impossible to fall through parts of the invisible floor

MAP20:

  • Added a teleport in the blood in case of AV jump (in coop).
  • Added impassible lines in south area of map in case of AV jump.

MAP22:

  • Fixed some Cyberdemons from getting stuck on a line in the final arena fight.

MAP25:

  • Fixed some crate tutti-fruttis that only showed up in ZDaemon (for some reason).

MAP26:

  • Added some more action lines to avoid any linedef skip shenanigans and/or AV jumps.

MAP27:

  • Reworked player start / fight for Coop / Multiplayer.
  • Windows are now impassible. (AV jump fix)
  • Players can get out from behind the white bar switch. (AV jump fix)
  • White bars now act as a lift on the other side. (AV jump fix)

MAP28:

  • Changed a coop switch to "lower" instead of a "lift" action. (only coop)
  • Changed coop teleport sequence for teleporting in the baron/hell knight horde fight (only coop)
  • A very hard to get softlock near the rev horde has been fixed.

MAP29:

  • BFGs placed on teleports in the start room. (only coop)

MAP30:

  • ACS script for the icon of sin setup is now disabled if Eternity is detected

MAP33:

  • Fixed a tutti-frutti that only showed up in ZDaemon (for some reason).

 

 

===BONUS WAD===

MAP14B:

  • There is now a barrier in front of the exit, requiring the player to deal with the next fight before exiting.

MAP29B:

  • Backtrack teleport now opens up when the bridge falls in the lava near the yellow key.
  • It's no longer possible to get stuck behind the wall in the graveyard.
  • Both keys are now required to be grabbed to exit each wing (fixes a softlock)
  • Set some multiplayer teleports to singleplayer, in case players wanted to play coop without coop spawns.
  • Reworked how the coop teleports open up. They now stay forever open.
  • Removed a coop teleporter in singleplayer in a lava pit near the blue key.
  • Coop players can now escape the SSG secret.
  • Added ACS script to open coop teleports in coop (when playing without coop spawns)
  • ACS script is disabled if Eternity is detected.

MAP30B:

  • Fixed a broken cyberdemon that wouldn't raise up correctly.
  • Set a certain pit to be damaging to avoid softlock if av jumped.
  • Fixed a HOM (only coop)
  • Changed teleport to go to the second arena. (only coop)
  • Added a teleport to the final arena. (only coop)

MAP31B:

  • In coop, the normal exit is shut when the player fires a shot
  • The normal exit is forever shut when entering the secret exit area
  • Coop experience / fight has been changed substantially

MAP32B:

  • Reworked geometry slightly so that GZDoom and Zandronum render the map correctly.
  • Changed teleport to "Hell" from W1 to WR (why was this like this and how did I miss it???)
  • Added a few backup lines to make sure Cyberdemon ambush actually triggers.
  • Shortened the second lowering platform duration in front the blue switch.
  • Moved blue key reveal line so that it only gives access to the blue key after the platform has lowered.

 

Will this final version replace the idgames one?

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37 minutes ago, Lingyan203 said:

Will this final version replace the idgames one?

Yes, in time.

 

I've submitted the wad to /idgames, but it takes a little while for the file to be updated.

I'll probably post when /idgames is finally updated.

 

The main reason I wanted to post the final update (besides fixing a whole log of bugs - you can see in the changelog of the last post!), is so that we could get started on recording demos for the official demopack!

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oh totally missed this one. looks interesting
too bad im in my usual quit-moments :p

goodluck for this wad success tho!

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12 hours ago, Arsinikk said:

Yes, in time.

 

I've submitted the wad to /idgames, but it takes a little while for the file to be updated.

I'll probably post when /idgames is finally updated.

 

The main reason I wanted to post the final update (besides fixing a whole log of bugs - you can see in the changelog of the last post!), is so that we could get started on recording demos for the official demopack!

Awesome! I'm totally looking forward to doing my run of this wad on my YouTube channel. Be on the lookout on my channel when this happens!

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Hell Revealations is now on /idgames! (again - but this time as final final)

There will be no more updates for the megawad, so if you're waiting for that, this is the best it's gonna get :P

 

>>>>>>>>>>>> HRs ON /IDGAMES <<<<<<<<<<<<
 

Again I'd like to thanks everyone for their support and feedback for this project. It took 8 months to put it all together, but over 3 months to get it all spruced up and finalised. The megawad wouldn't be in the state that it's in now if not for everyone's contributions.

 

I'd like to bring attention to two additions HRs related:

  1. We now have official HRs Help Demos, which will show how to 100% all 44 maps (main megawad + bonus wad), with some extras in maps thrown in as well. You can either download the demos or watch them on Youtube.
  2. We have an official HRs Demopack in the works in the speedrunning section. The goal is to get UV-Maxes for all the maps. It wouldn't be an HR project without a demopack! :P

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Sooo...i don't know what it is, but in GZdoom, Map 1 has a bug where the switch for the megasphere doesn't even work. Idk what's going on.

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14 minutes ago, THYHOLYASLB247 said:

Sooo...i don't know what it is, but in GZdoom, Map 1 has a bug where the switch for the megasphere doesn't even work. Idk what's going on.

Apparently 4.11 has issues with this wad. Use 4.10 for now.

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